Vote tally - Warhammer Fantasy: Divided Loyalties - an Advisor's Quest

Adhoc vote count started by Travler66 on Sep 25, 2019 at 3:23 PM, finished with 629 posts and 85 votes.

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Travler66
Warhammer Fantasy: Divided Loyalties - an Advisor's Quest
Post #29532
Post #30160

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  • [x] Plan Light Everything On Fire And Kill Things
    -[x] Propose lighting as much of Grobi Town on fire as possible, using whatever combination of your personal sneaking, magic to help others sneak, ranger sneaking, halfling sneaking, top-class dwarven incendiary technology, artillery-hurled incendiaries, and other means the war council can cook up.
    -[x] Ensure in particular that the portions closest to the Citadel entrance are lit up so that reinforcing the Citadel becomes difficult to impossible without charging into the flames.
    -[x] Combine with assassinations for additional confusion and to ensure lack of an organized response.
    [X] Plan Burning Shadows
    -[X] Spend a night before the assault hunting down and assassinating any surviving shamans. Make sure to sleep the day before.
    -[X] Mathilde infiltrates into position to be down sun of the Citadel and arranges for the dwarves to attack at the local dawn, when the sun becomes visible above the eastern peaks. She then times the conclusion of a casting of Burning Shadows to complete moments after the sun is visible and the Citadel's shadow is cast. Ritual cast if Mathilde is confident she can do so reliably.
    -[X] Scatter Black Lotus poisoned caltrops on the path to delay greenskins and get them stuck in the Burning Shadow longer.
    -[X] Organise to have indirect fire of dwarven catapults firing whatever the engineers think will cause the most havoc arcing over the Citadel into Grobi down timed to a few moment after the Burning Shadows is cast.
    [X] Plan Go Commando
    -[X] Survey and MAP the entrance from Grobitown to the Citadel, use this to generate a better set of charges to collapse it.
    -[X] sneak back up to gate, plant charges, blow it up. Rangers are infiltrating to Caldera rim to overlook passage, lotus poison bolts to provide a backup plan.
    --[X] if the explosion works, well, actually we're good to go. Roll up artillery to dominate the passage as the battle is underway, to further dissuade approach to the Citadel. If it's been less successful, adapt, but focus our subsequent efforts on dissuading entry to the Citadel.
    [X] Plan Combination
    - [X] Sow chaos in the night
    -- [X] Propose lighting as much of Grobi Town on fire as possible, using whatever combination of your personal sneaking, magic to help others sneak, ranger sneaking, halfling sneaking, top-class dwarven incendiary technology, artillery-hurled incendiaries, and other means the war council can cook up.
    -- [X] Ensure in particular that the portions closest to the Citadel entrance are lit up so that reinforcing the Citadel becomes difficult to impossible without charging into the flames.
    -- [X] Combine with assassinations for additional confusion and to ensure lack of an organized response. Prioritize murdering shamans if possible.
    -[X] If Mathilde has enough steam to do it after night in town, Mathilde infiltrates into position to be down sun of the Citadel and arranges for the dwarves to attack at the local dawn, when the sun becomes visible above the eastern peaks. She then times the conclusion of a casting of Burning Shadows to complete moments after the sun is visible and the Citadel's shadow is cast. Ritual cast if Mathilde is confident she can do so reliably.
    -[X] Scatter Black Lotus poisoned caltrops on the path to delay greenskins and get them stuck in the Burning Shadow longer.
    -[X] Organise to have indirect fire of dwarven catapults firing whatever the engineers think will cause the most havoc arcing over the Citadel into Grobi down timed to a few moment after the Burning Shadows is cast.
    [x] plan: It wuz Dem!
    -[x] infiltrate and plant delayed incendiaries
    -[x] widely scatter caltrops with black lotus poison.
    -[x] set off some explosions away from the citadel
    -[x] impersonate a big orc to scream out lies about who is attacking and from where. Slip away, repeat elsewhere.
    -[x] Panoramia ritual casts father of thorns to quietly seal the gate.
    [X] Sleep on the pile like a dragon
    - [X] Gather the Journeymanlings and have them take turns proposing strategies and then critiquing
    [X] Try to agitate infighting among the greenskins while the main force gets into position to attack.
    [x] Plan Hat Trick
    -[x] Mathilde sets the explosives in a Caldera-to-Citadel pass and then proceeds to the grobi town
    -[x] Mathilde sets the grobi town on fire and prevents all greenskin attempts to coordinate
    -[x] Rangers and/or catapults - whoever does this better - fill the path from caldera to citadel with black lotus poisoned caltrops
    -[x] Codrin's archers should claim the wall and repel greenskins right after the first assault is successful
    [X] Plan Burning Shadows
    -[X] Sell Belegar on the value of a day's preparation and rest time for the human mercenaries to get over their lack of sleep and hangovers.
    -[X] Spend a night before the assault hunting down and assassinating any surviving shamans. Make sure to sleep the day before.
    -[X] Mathilde infiltrates into position to be down sun of the Citadel and arranges for the dwarves to attack at the local dawn, when the sun becomes visible above the eastern peaks. She then times the conclusion of a casting of Burning Shadows to complete moments after the sun is visible and the Citadel's shadow is cast. Ritual cast if Mathilde is confident she can do so reliably.
    -[X] Scatter Black Lotus poisoned caltrops on the path to delay greenskins and get them stuck in the Burning Shadow longer.
    -[X] Organise to have indirect fire of dwarven catapults firing whatever the engineers think will cause the most havoc arcing over the Citadel into Grobi down timed to a few moment after the Burning Shadows is cast.
    [X] Plan: Hold the Open gates and start a Blaze.
    -[X] Make a pair of gates, or bars, or some kind of portable barrier to place into the open Gates once you take them. Make some smaller ones, but that would be able to block dwarven halls in the citadel, if you need strong points.
    -[X] Charge the open gate(since no hinges survived) with Knights, with Mat on shadowsteed and Dread Aspect. With dwarves running in behind them. Take and hold the open gates from the other side as fast as possible. Speed is life here, you want to be blocking the other side before anyone gets close.
    -[X] Give some Caltrops to the Knights. Both to scatter outside the Gates on the Inner Side, or drop behind them in retreat if this is some kind of trap.
    -[X] If time and space allowed, take some torches along. Some Knights can ride down the avenue, just a bit, and throw some torches around to help the blaze start, as well as spread the caltrops. But only within easy withdrawl distance.
    -[X] Have archers police the walls and bring in Grudge Throwers right behind the charge. Even before the Citadel falls, the Grudge throwers can throw over the walls and set fire to the caldera shanty town with dwarven incendiaries. That should give pause to any greenskins and flush out any surprises hidden in the buildings. Not even they like walking through literal fire.
    -[X] As possible, bring up a couple of bolt throwers and use them to police the approaching avenue and take targets of opportunity while the incendiaries do their job.
    -[X] Dial in a couple of cannon on our side of the gates. If something nasty shows up, a pre-set signal should allow them to shoot anything trying to boil out of them from the underways.
    --[X] Assuming all goes well, if you hold the gates with Knights and the shantytown is burning, once they dwarves arrive and plug the gate, all that will be left is fighting for the citadel and the underground approaches. And the dwarves know tunnel fighting far better than you do. We can bring archers up as we spread through the Citadel, to hold the walls from without.
    --[X] Really, if we manage to hold the Gate and start a blaze, the biggest issue will be smoke and the underways. As well as any reinforcements that might come along the walls themselves. We can help with that by having some cannon on our side, that can sweep the top for enemy reinforcements, but the tunnel fighting is going to hurt if they are ready. Ask if the top of the walls is wide and sturdy enough for a wolf charge, if needed.
    [X] Plan Slayer
    -[X] Stage 1: Mathilde infiltrates the Citadel, Rangers scout, Dwarfs set up artillery. If successful.
    -[X] Stage 2: Fire the artillery, set Grobi town on fire, prevent reinforcements getting to the Citadel. If successful.
    -[X] Stage 3: Escort Citadel attack force with monstrous cavalry. If successful.
    -[X] Stage 4: Conquer the citadel
    [X] Plan Shadow and Fire
    -[X] Mathilde infiltrates to a position where she can cast Burning Shadows on the Citadel's shadow.
    --[X] If Burning Shadows is dispelled, move to block the path physically with the Torc of Fire, Dread Aspect, or Burning Shadows (if the Crown of Fire casts Mathilde's shadow forward
    -[X] Have Grudge Throwers launch incendiaries over the Citadel into Grobi Town.
    -[X] Expedition forces assault the Citadel after the first volley.
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